

#ifndef __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
#define __C_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__

#include "IAnimatedMeshSceneNode.h"
#include "IAnimatedMesh.h"
//#include "CPlanarShadow.h"
//#include "CCelshadingSceneNode.h"
#include "IrrCompileConfig.h"
namespace irr
{
    namespace scene
    {
        class IDummyTransformationSceneNode;

        class CAnimatedMeshSceneNode : public IAnimatedMeshSceneNode
        {
        public:

            //! constructor
            CAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, ISceneManager* mgr,	s32 id,
                const core::vector3df& position = core::vector3df(0,0,0),
                const core::vector3df& rotation = core::vector3df(0,0,0),
                const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));

            //! destructor
            virtual ~CAnimatedMeshSceneNode();

            //! sets the current frame. from now on the animation is played from this frame.
            virtual void setCurrentFrame(s32 frame);

            //! OnPostRender() is called just after rendering the whole scene.
            virtual void OnPostRender(u32 timeMs);

            //! frame
            virtual void OnPreRender();

            //! renders the node.
            virtual void render();

            //! returns the axis aligned bounding box of this node
            virtual const core::aabbox3d<f32>& getBoundingBox() const;

            //! sets the frames between the animation is looped.
            //! the default is 0 - MaximalFrameCount of the mesh.
            virtual bool setFrameLoop(s32 begin, s32 end);

            //! Sets looping mode which is on by default. If set to false,
            //! animations will not be looped.
            virtual void setLoopMode(bool playAnimationLooped);

            //! Sets a callback interface which will be called if an animation
            //! playback has ended. Set this to 0 to disable the callback again.
            virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0);
           
            //virtual ICelshadingSceneNode* addCelshadingSceneNode(float *shader = 0, int width = 32, bool recalc_normals = false);

            //virtual void removeCelshadingSceneNode();
            //! sets the speed with witch the animation is played
            virtual void setAnimationSpeed(s32 framesPerSecond);

            //! returns the material based on the zero based index i. To get the amount
            //! of materials used by this scene node, use getMaterialCount().
            //! This function is needed for inserting the node into the scene hirachy on a
            //! optimal position for minimizing renderstate changes, but can also be used
            //! to directly modify the material of a scene node.
            virtual video::SMaterial& getMaterial(s32 i);

            //! returns amount of materials used by this scene node.
            virtual s32 getMaterialCount();

            //! Creates shadow volume scene node as child of this node
            //! and returns a pointer to it.
            //virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(s32 id=-1,
            //    f32 infinity=100.0f, bool removeHardVertices = true, ESV_SHADOWTYPE shadowType = ESV_AUTOMATIC, scene::IMesh *customShadow  = 0);


            //! Returns a pointer to a child node, wich has the same transformation as
            //! the corrsesponding joint, if the mesh in this scene node is a ms3d mesh.
            virtual ISceneNode* getMS3DJointNode(const c8* jointName);

            //! Returns a pointer to a child node, wich has the same transformation as
            //! the corrsesponding joint, if the mesh in this scene node is a x mesh.
            virtual ISceneNode* getXJointNode(const c8* jointName);

            //! Removes a child from this scene node.
            //! Implemented here, to be able to remove the shadow properly, if there is one,
            //! or to remove attached childs.
            virtual bool removeChild(ISceneNode* child);

            //! Returns the current displayed frame number.
            virtual s32 getFrameNr();

            //! Returns type of the scene node
            virtual ESCENE_NODE_TYPE getType() { return ESNT_ANIMATED_MESH; }



            //! Set planar shadow
            //! \param plane: 3d plane onto project the shadow
            //! \param animated: set false if the mesh is static to have greater performance
            //! \param depthTest: Enable or disable depth test
            //virtual void addPlanarShadow(core::plane3df plane, bool animated = true, bool depthTest = false, float Divisor = 100.f) ;

            //! Remove planar shadow
            //virtual void removePlanarShadow();
        private:

            core::array<video::SMaterial> Materials;
            core::aabbox3d<f32> Box;
            IAnimatedMesh* Mesh;
            s32 BeginFrameTime;
            s32 StartFrame, EndFrame;

            //CPlanarShadow* PlanarShadow;
            s32 FramesPerSecond;
            bool Looping;
            IAnimationEndCallBack* LoopCallBack;
            s32 PassCount;
            int framenr;
            //IShadowVolumeSceneNode* Shadow;
            //ICelshadingSceneNode *celshading;
            //IMesh *shadowCustomMesh;
            //ESV_SHADOWTYPE shadType;
            core::array<IDummyTransformationSceneNode* > JointChildSceneNodes;
        };

    } // end namespace scene
} // end namespace irr

#endif

